/*
 * Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
 */

#include "GenericMageStrategy.h"
#include "Playerbots.h"

class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
    public:
        GenericMageStrategyActionNodeFactory()
        {
            creators["frostbolt"] = &frostbolt;
            creators["fire blast"] = &fire_blast;
            creators["scorch"] = &scorch;
            creators["frost nova"] = &frost_nova;
            creators["icy veins"] = &icy_veins;
            creators["combustion"] = &combustion;
            creators["evocation"] = &evocation;
            creators["dragon's breath"] = &dragons_breath;
            creators["blast wave"] = &blast_wave;
            creators["remove curse"] = &remove_curse;
            creators["remove curse on party"] = &remove_curse_on_party;
            creators["fireball"] = &fireball;
        }

    private:
        static ActionNode* frostbolt([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("frostbolt",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* fire_blast([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("fire blast",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("scorch"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* scorch([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("scorch",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* frost_nova([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("frost nova",
                /*P*/ nullptr,
                /*A*/ nullptr,
               /*C*/ NextAction::array(0, new NextAction("flee"), nullptr));
        }

        static ActionNode* icy_veins([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("icy veins",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }

        static ActionNode* combustion([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("combustion",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }

        static ActionNode* evocation([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("evocation",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* dragons_breath([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("dragon's breath",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("blast wave"), nullptr),
                /*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr));
        }

        static ActionNode* blast_wave([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("blast wave",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("frost nova"), nullptr),
                /*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr));
        }

        static ActionNode* remove_curse([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("remove curse",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("remove lesser curse"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("remove curse on party",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("remove lesser curse on party"), nullptr),
                /*C*/ nullptr);
        }
        static ActionNode* fireball([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("fireball",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
                /*C*/ nullptr);
        }
};

GenericMageStrategy::GenericMageStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
{
    actionNodeFactories.Add(new GenericMageStrategyActionNodeFactory());
}

void GenericMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    CombatStrategy::InitTriggers(triggers);

    // triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_MOVE + 9), nullptr)));
    triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("frost nova", 50.0f), nullptr)));
    triggers.push_back(new TriggerNode("counterspell on enemy healer", NextAction::array(0, new NextAction("counterspell on enemy healer", 40.0f), nullptr)));
	triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("ice block", 80.0f), nullptr)));
	triggers.push_back(new TriggerNode("spellsteal", NextAction::array(0, new NextAction("spellsteal", 40.0f), nullptr)));
    triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("invisibility", 60.0f), nullptr)));
    triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("evocation", ACTION_EMERGENCY + 5), nullptr)));
    triggers.push_back(new TriggerNode("fire ward", NextAction::array(0, new NextAction("fire ward", ACTION_EMERGENCY), nullptr)));
    triggers.push_back(new TriggerNode("frost ward", NextAction::array(0, new NextAction("frost ward", ACTION_EMERGENCY), nullptr)));
    triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_HIGH), nullptr)));
}

void MageCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    triggers.push_back(new TriggerNode("remove curse", NextAction::array(0, new NextAction("remove curse", 41.0f), nullptr)));
    triggers.push_back(new TriggerNode("remove curse on party", NextAction::array(0, new NextAction("remove curse on party", 40.0f), nullptr)));
}

void MageBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    triggers.push_back(new TriggerNode("icy veins", NextAction::array(0, new NextAction("icy veins", 50.0f), nullptr)));
    triggers.push_back(new TriggerNode("presence of mind", NextAction::array(0, new NextAction("presence of mind", 42.0f), nullptr)));
    // triggers.push_back(new TriggerNode("arcane power", NextAction::array(0, new NextAction("arcane power", 41.0f), nullptr)));
    // triggers.push_back(new TriggerNode("mirror image", NextAction::array(0, new NextAction("mirror image", 41.0f), nullptr)));
}

void MageCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    triggers.push_back(new TriggerNode("polymorph", NextAction::array(0, new NextAction("polymorph", 30.0f), nullptr)));
}
